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Doyle

Male half-orc (arena-bred)

Investigator (sleuth) 1 (Pathfinder RPG Advanced Class Guide 30, 101)

Doyle grew up in the city, while not as tough as most of his brethren, he learned early that being smart and observant could get more done. 

He now works the streets as an investigator.  For Doyle it is about solving the mystery, not things like right or wrong. 

N Medium humanoid (human, orc)

Init +3; Senses Perception +10

--------------------Defense--------------------

AC 14, touch 11, flat-footed 13 (+3 armor, +1 Dex)

HP 9 (1d8+1)

Fort +0, Ref +3, Will +3


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Offense
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Speed 30 ft. (20 ft. in armor)
Melee:

   dagger +0 (1d4/19-20) or
   longsword +0 (1d8/19-20)
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Statistics

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Str 10, Dex 12, Con 11, Int 16, Wis 12, Cha 16
Base Atk +0; CMB +0; CMD 11
Feats: Alertness
Traits brute (apg), observant
Skills: Acrobatics -2 (-6 to jump), Appraise +7, Bluff +7, Diplomacy +7, Disable Device +5, Intimidate +10, Knowledge (local) +9, Knowledge (nobility) +7, Perception +10, Sense Motive +7, Stealth +2; Racial Modifiers +2 Intimidate, +2 Knowledge (local), +2 Perception
Languages Common, Orc, Skald, Tien, Varisian
SQ deed: daring, deed: opportunist evasion, deed: sleuth's initiative, inspiration (3/day), orc blood, sleuth's luck, trapfinding +1
Other Gear studded leather, dagger, longsword, backpack, belt pouch, belt pouch, flint and steel, masterwork thieves' tools, trail rations (2), waterskin, whetstone, 9 sp, 8 cp
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Special Abilities

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Deed: Daring (Ex) Spend 1 luck to add 1d6 to Acrobatics, Climb, Escape Artist, Fly, Ride, Swim check.
Deed: Opportunist Evasion (Ex) Spend 1 luck to take no damage after successful Reflex save.
Deed: Sleuth's Initiative (Ex) While have luck, can use a free hand to draw ligt/1-hand melee weapon as part of the initiative check.
Inspiration (+1d6, 3/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Sleuth's Luck At 1st level, a sleuth gains a fluctuating pool of luck, measuring her ability to get out of scrapes. At the start of each day, a sleuth has a number of luck points equal to her Charisma modifier (minimum 1). Her luck goes up or down throughout the d
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
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